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imageMap boundaries only at 90 degrees?

by rennie moffat · in Torque Game Builder · 03/15/2010 (7:18 am) · 4 replies

Hi guys, I am building a game which will work as a scroll but on a 45 degree or so axis. My question is, when i have done tests with this i the problem is that the image overlap each other in TGB World Space because in TGB the imagemaps are at 90 degrees only. Since I am using mouse events on these "tiles" how do I get them each to work, with less "confusion" for the computer because as I say in tests, often, when imagers overlap like that, the computer may think i have touched one when i have clearly touched another.


is there a way i can manipulate the images boundaries. I thought collision outline, but i am working with onMouse events and i dont think that collisions would cut it. The only other option is spreading them out, but i do not want gaps.



Thanks!


Ren

About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
03/15/2010 (8:23 am)
Sorry, no idea what you're asking. Perhaps an image might help to more clearly ask the question.
#2
03/15/2010 (10:51 am)
actually i think i may have solved it melv. but what i was talking about where instead, well basically working on an off angle, so my player can only go x and y in linear direction but x and y at offsets, so say 35 degrees 120 for y. when you do that your imagemaps if cellular will overlap, if put together closely.


anyhow, no worries, i am just going to use polygon shapes, i think that will work.


:)))()()(over and outculous.

:)
#3
03/15/2010 (12:24 pm)
Even though the bounding box of an image is always a square, you can change the area where mouse clicks are valid on an image by configuring its collision bounds. So if your image has a lot of transparency around it, you can set the collision bounds just to the visible area of the image and mouse events will work just within that visible area. This would solve the issue of overlapping squares where only the topmost square would see the mouse event.
#4
03/15/2010 (1:19 pm)
so to do that i would adjust my collision bounds, and thats it? garanteezmo?